Damn that's hot! Maybe just slightly yellower lighting? A few feint glowing red lights (switches of some kind, or emergency lights) here and there would really flush it out and compliment the splashes of blue IMHO.

noSICK, that looks awesome. I especially like the cell-shaded style textures, you don't see those very often, in either games or mods.Urby, those are some nice models. I kind of want to complain about the vending machines though, because while the shape is a cut above the standard, they don't look functional at all.

HAH! I spend about 30 minutes just trying to figure out how to do this and another 30 just building it and getting it to texture correctly, but I bring to you...AN 8 PIECE CURVED SIX-SIDED PIPE WITH ACCURATE TEXTURING!

I don't care if someone has done this already, I'm really impressed with myself for this one.

Thank you. It is inspired by Pitch Black! Haha. Those corners aren't really that nasty, VHLT does great job on smoothing compared to previous tools. Such bugs happen when a surface/polygon is tinier than a single unit of the lightmap on it. You can fix it by lowering the scale of lightmap (by lowering the scale of texture). Anyway, GoldSrc is just too old for such level of complexity, especially when it comes to brushwork. But if you map very efficiently, I'm sure you could use it in some places.

Improved mostly the 3dsky and outside areas of the map, added detail, and major optimization improvements to fps. (i may use fog_controller to increase it more, but right now it plays very smooth on my computer at 60-80 fps)

I'd take another look at those cables. They are far too curvy and... well, no cable is going to fall on the ground the way you have them laid out. I know you just want those curves to come off as more detail, but they look too sharp.

Also, in that first screenshot, don't have the cables crossing over each other. Take a look at how I build the cables in this map. I've included the rmf.